void RoadScene::Event_1(){ CCTMXLayer * layer = map->layerNamed("entrance_covered"); layer->setVisible(false); CCRPGTalkBox* box1 = CCRPGTalkBox::create(13, "dialog-box.png", "2_3.txt", 13, CCSizeMake(800, 200), 1,callfunc_selector(RoadScene::GoToNextStage),this,screenpos); addChild(box1,9999,13); box1->NextText(); }
void MyScene::addBackground(){ CCTMXTiledMap* pTmap = CCTMXTiledMap::create("TileMaps/TestDesert.tmx"); pTmap->setName("Tmap"); backgroundNode = CCParallaxNode::create(); backgroundNode->setName("Background"); backgroundNode->addChild(pTmap, 1, ccp(1.0f, 1.0f), ccp(0, 0)); this->addChild(backgroundNode, 0); CCTMXObjectGroup* objects = pTmap->objectGroupNamed("Objects"); ValueMap& spawnPoint = objects->getObject("SpawnPoint"); CCTMXLayer* metaInfo = pTmap->getLayer("MetaInfo"); metaInfo->setVisible(false); //create a dragon on "SpawnPoint" int x = spawnPoint["x"].asInt(); int y = spawnPoint["y"].asInt(); this->createDragon(CCPoint(ccp(x, y))); }
bool CMGameMap::Init(CMReceiver* pReceiver,enumMarioLevel &eMarioLevel) { do { //初始化成员变量 m_fDropSpeedPlus = 0; m_fJumpSpeed = 0; m_bIsLeftKeyDown = false; m_bIsRightKeyDown = false; m_bIsJumpKeyDown = false; m_bIsFireKeyDown = false; m_bIsHeroDead = false; m_pReceiver = pReceiver; m_bNeedResetStage = false; //初始化游戏对象数组 m_pArrayItems = CCArray::create(); m_pArrayItems->retain(); m_pArrayMonsters = CCArray::create(); m_pArrayMonsters->retain(); m_pArrayBlocks = CCArray::create(); m_pArrayBlocks->retain(); m_pArrayFireBall = CCArray::create(); m_pArrayFireBall->retain(); //初始化Mario CMMario* pMario = CMMario::CreateHero(this,eMarioLevel); CC_BREAK_IF(pMario==NULL); pMario->setPosition(TileMapPosToTileMapLayerPos(ccp(2,11))); addChild(pMario,enZOrderFront,enTagMario); //pMario->SetStatus(enMarioStatusBig); //隐藏原落坑判断层 CCTMXLayer* pTrapLayer = layerNamed("trap"); CC_BREAK_IF(pTrapLayer==NULL); pTrapLayer->setVisible(false); //初始化显示金币 CCTMXLayer* pCoinLayer = layerNamed("coin"); CC_BREAK_IF(pCoinLayer==NULL); pCoinLayer->setVisible(false); //获得地图的瓦片数量 int nMapHorizontalTileNum = pCoinLayer->boundingBox().size.width/getTileSize().width; int nMapVerticalTileNum = pCoinLayer->boundingBox().size.height/getTileSize().height; //遍历每片瓦片,寻找金币,建立并加入金币集合 for (int i = 0;i<nMapHorizontalTileNum;i++) { for (int j = 0;j<nMapVerticalTileNum;j++) { if (TileMapPosToTileType(ccp(i,j))==enTileTypeCoin) { //将瓦片地图坐标转换为瓦片地图层坐标 CCPoint CoinTileMapLayerPos = TileMapPosToTileMapLayerPos(ccp(i,j)); CMItemCoin* pCoin = CMItemCoin::CreateItemIcon(CoinTileMapLayerPos,getTileSize(),pMario,this); if (pCoin==NULL) { CCLog("Coin init Error!"); } pCoin->setPosition(CoinTileMapLayerPos); pCoin->setAnchorPoint(ccp(0,0)); m_pArrayItems->addObject(pCoin); addChild(pCoin); } } } //初始化怪物显示 CCTMXObjectGroup* pObjectLayer = objectGroupNamed("objects"); CC_BREAK_IF(pObjectLayer==NULL); CCArray *ObjectArray = pObjectLayer->getObjects(); CCDictionary *pDic = NULL; for (unsigned int i = 0; i < ObjectArray->count(); i++) { pDic = (CCDictionary *)ObjectArray->objectAtIndex(i); int PosX = ((CCString*)pDic->objectForKey("x"))->intValue(); int PosY = ((CCString*)pDic->objectForKey("y"))->intValue(); PosY -= this->getTileSize().height; CCPoint TileXY = ccp(PosX, PosY); CCString *strName = (CCString*)pDic->objectForKey("name"); CCString *strType = (CCString*)pDic->objectForKey("type"); // 进行怪物的初始化,先根据名字来判断是不是enemy,再细分enemy类型 if (strName->m_sString == "enemy") { if (strType->m_sString == "mushroom") { CMMonsterMushrooms *pMonster = CMMonsterMushrooms::CreateMonsterMushrooms(TileXY,pMario,this,this); if (pMonster==NULL) { CCLog("pMonster==NULL!"); } pMonster->setPosition(ccp(TileXY.x,TileXY.y)); pMonster->setAnchorPoint(ccp(0,0)); m_pArrayMonsters->addObject(pMonster); addChild(pMonster,enZOrderFront); } if (strType->m_sString == "tortoise") { CMMonsterTortoise *pMonster = CMMonsterTortoise::CreateMonsterTortoise(TileXY,pMario,this,this); if (pMonster==NULL) { CCLog("pMonster==NULL!"); } pMonster->setPosition(ccp(TileXY.x,TileXY.y)); pMonster->setAnchorPoint(ccp(0,0)); m_pArrayMonsters->addObject(pMonster); addChild(pMonster,enZOrderFront); } if (strType->m_sString == "flower") { CMMonsterFlower *pMonster = CMMonsterFlower::CreateMonsterFlower(TileXY,pMario,this,this); if (pMonster==NULL) { CCLog("pMonster==NULL!"); } pMonster->setPosition(ccp(TileXY.x,TileXY.y)); pMonster->setAnchorPoint(ccp(0,0)); m_pArrayMonsters->addObject(pMonster); addChild(pMonster,enZOrderFront); } } } //初始化砖块显示 CCTMXLayer* pBlockLayer = layerNamed("block"); CC_BREAK_IF(pBlockLayer==NULL); pBlockLayer->setVisible(false); //获得地图的瓦片数量 // int nMapHorizontalTileNum = pCoinLayer->boundingBox().size.width/getTileSize().width; // int nMapVerticalTileNum = pCoinLayer->boundingBox().size.height/getTileSize().height; //遍历每片瓦片,寻找瓦片,建立并加入瓦片集合 for (int i = 0;i<nMapHorizontalTileNum;i++) { for (int j = 0;j<nMapVerticalTileNum;j++) { if (TileMapPosToTileType(ccp(i,j))==enTileTypeBlock) { //解析得到当前砖块的属性 int GID = pBlockLayer->tileGIDAt(ccp(i,j)); CCDictionary *pDic = propertiesForGID(GID); CC_BREAK_IF(pDic==NULL); CCString *strBlockType = (CCString*)pDic->objectForKey("blockType"); if (strBlockType==NULL) { continue; } int nBlockType = strBlockType->intValue(); //将瓦片地图坐标转换为瓦片地图层坐标 CCPoint BlockTileMapLayerPos = TileMapPosToTileMapLayerPos(ccp(i,j)); CMItemBlock* pBlock = CMItemBlock::CreateItemBlock(BlockTileMapLayerPos,getTileSize(),pMario,this,(enumBlockType)nBlockType); if (pBlock==NULL) { CCLog("Block init Error!"); } pBlock->setPosition(BlockTileMapLayerPos); pBlock->setAnchorPoint(ccp(0,0)); m_pArrayBlocks->addObject(pBlock); addChild(pBlock); } } } return true; } while (false); CCLog("Fun CMGameMap::Init Error!"); return false; }
// on "init" you need to initialize your instance bool HelloWorld::init() { bool bRet = false; do { ////////////////////////////////////////////////////////////////////////// // super init first ////////////////////////////////////////////////////////////////////////// CC_BREAK_IF(! CCLayer::init()); ////////////////////////////////////////////////////////////////////////// // add your codes below... ////////////////////////////////////////////////////////////////////////// CCSize size = CCDirector::sharedDirector()->getWinSize(); // 1. Add a menu item with "X" image, which is clicked to quit the program. // Create a "close" menu item with close icon, it's an auto release object. CCMenuItemImage *pCloseItem = CCMenuItemImage::create( "CloseNormal.png", "CloseSelected.png", this, menu_selector(HelloWorld::menuCloseCallback)); CC_BREAK_IF(! pCloseItem); // Place the menu item bottom-right conner. pCloseItem->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20)); // Create a menu with the "close" menu item, it's an auto release object. CCMenu* pMenu = CCMenu::create(pCloseItem, NULL); pMenu->setPosition(CCPointZero); CC_BREAK_IF(! pMenu); // Add the menu to HelloWorld layer as a child layer. this->addChild(pMenu, 1); //// 2. Add a label shows "Hello World". //// Create a label and initialize with string "Hello World". //CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24); //CC_BREAK_IF(! pLabel); //// Get window size and place the label upper. //pLabel->setPosition(ccp(size.width / 2, size.height - 50)); //// Add the label to HelloWorld layer as a child layer. //this->addChild(pLabel, 1); // 3. Add add a splash screen, show the cocos2d splash image. // pSprite = CCSprite::create("HelloWorld.png"); // CC_BREAK_IF(! pSprite); // pSprite->setPosition(ccp(size.width/3, size.height/3)); //pSprite->setAnchorPoint(ccp(0, 0)); // this->addChild(pSprite, 0); CCTMXTiledMap* tileMap = CCTMXTiledMap::tiledMapWithTMXFile("tmx/orthogonal.tmx"); this->addChild(tileMap, -1, TileMapNode); CCTMXLayer* eventLayer = tileMap->layerNamed("GameEventLayer"); eventLayer->setVisible(false); //tileMap->layerNamed("WinterLayer")->setVisible(false); //tileMap->layerNamed("Background")->setVisible(false); this->setTouchEnabled(true); bRet = true; } while (0); return bRet; }
void HelloWorld::ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent) { CCNode* node = this->getChildByTag(TileMapNode); //NSAssert([node isKindOfClass:[CCTMXTiledMap class]], @"not a CCTMXTiledMap"); CCTMXTiledMap* tileMap = (CCTMXTiledMap*)node; // get the position in tile coordinates from the touch location CCPoint touchLocation = this->locationFromTouch((cocos2d::CCTouch *)pTouches->anyObject()); CCPoint tilePos = this->tilePosFromLocation(touchLocation, tileMap); //// move tilemap so that touched tiles is at center of screen this->centerTileMapOnTileCoord(tilePos, tileMap); // Check if the touch was on water (eg. tiles with isWater property drawn in GameEventLayer) bool isTouchOnWater = false; CCTMXLayer* eventLayer = tileMap->layerNamed("GameEventLayer"); int tileGID = eventLayer->tileGIDAt(tilePos); // if (tileGID != 0) { CCDictionary* properties = tileMap->propertiesForGID(tileGID); if (properties) { //CCLOG(@"NSDictionary 'properties' contains:\n%@", properties); const CCString * isWaterProperty = properties->valueForKey("isWater"); isTouchOnWater = isWaterProperty->boolValue(); } } // Check if the touch was within one of the rectangle objects CCTMXObjectGroup* objectLayer = tileMap->objectGroupNamed("ObjectLayer"); //NSAssert([objectLayer isKindOfClass:[CCTMXObjectGroup class]], // @"ObjectLayer not found or not a CCTMXObjectGroup"); bool isTouchInRectangle = false; int numObjects = objectLayer->getObjects()->count(); for (int i = 0; i < numObjects; i++){ CCDictionary* properties = (CCDictionary*)objectLayer->getObjects()->objectAtIndex(i); CCRect rect = this->getRectFromObjectProperties(properties, tileMap); // if (CCRect::CCRectContainsPoint(rect, touchLocation)) { isTouchInRectangle = true; break; } } // decide what to do depending on where the touch was ... if (isTouchOnWater) { //[[SimpleAudioEngine sharedEngine] playEffect:@"alien-sfx.caf"]; CCLog("touchOnWater"); } else if (isTouchInRectangle) { CCLog("touchObject"); CCParticleSystem* system = CCParticleSystemQuad::particleWithFile("fx-explosion.plist"); system->setAutoRemoveOnFinish(true); system->setPosition(touchLocation); this->addChild(system, 1); } else { #if 0 // get the winter layer and toggle its visibility CCTMXLayer* winterLayer = tileMap->layerNamed("WinterLayer"); winterLayer->setVisible(!winterLayer->isVisible()); // other options you might be interested in are: // remove the touched tile winterLayer->removeTileAt(tilePos); // add a specific tile tileGID = winterLayer->tileGIDAt(CCPointMake(0, 19)); winterLayer->setTileGID(tileGID, tilePos); #endif } }